Actor I/O Subsystem
The I/O subsystem is a context handler for the I/O system that is unique per game world. It stores the current ActionExecutionContext
, exposes a list of natively supported I/O events and functions, and a list of globally available Named Arguments.
There must always be one I/O subsystem available both at runtime, and in Unreal Editor. Unless specified otherwise, the ActorIOSubsystemBase
class will be used.
Customizing the I/O Subsystem
Create a new blueprint (or C++ class) from the
ActorIOSubsystemBase
class.Go to Edit -> Project Settings -> Actor I/O.
Set the subsystem class to your own, and re-open the level.

Changing the I/O Subsystem class requires a level reload to fully take effect!
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